+, -, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w
When active the player will fire the weapon he is currently holding. This is the primary command used to make the player fire the gun. For as long as the key that is bound to this command is held down and this command is active the player will keep on firing the gun.
Secondary attack button.
Used in mods.
When active the player will move backwards.
When active the player will move forward.
When active the player will do a single jump. The next jump won't be performed until "-jump" has been issued.
When active, "+forward" and "+back" become "+lookup" and "+lookdown" respectively. This command is useful if the player needs to look at objects which are above or below him.
When active the player will turn left.
When active the player will look down.
When active the player will look up.
When active moving the mouse or joystick forwards and backwards performs "+lookup" and "+lookdown" respectively. This command is very useful if the player needs to look at objects which are above or below him. Most players execute this command and never remove it. This way they can use the keyboard to move the player forward and back and strafe left and right, while using the mouse to turn the player left and right and to make him look up and down. In order to have this command set permanently you will have to create a file called autoexec.cfg in the qw/ directory and put in the line "+mlook" into that file. By doing this the game will automatically execute the autoexec.cfg file and it will also active that command. Almost every player uses this command nowadays, because the combination of using mouse and keyboard is widely considered the best.
When active the player will swim down when in the water.
When active the player will strafe left.
When active the player will strafe right.
When active the player will swim up when in the water.
When active the player will turn right.
Display scoreboard.
Display team scoreboard.
When active the player will run.
When active, "+left" and "+right" function like "+moveleft" and "+moveright", strafing in that direction.
When used it will activate objects in the game that have been designed to react at "+use"
When used the player will stop firing the gun if "+attack" is active.
Secondary attack button.
Used in mods.
When used the player will stop moving back if "+back" is active.
When used the player will stop moving forward if "+forward" is active.
When used the player will stop jumping if "+jump" is active.
When used the forward and back keys will stop making the player look up and down if "+klook" is active.
When used the player will stop turning left if "+left" is active.
When used the player will stop looking down if "+lookdown" is active.
When used the player will stop looking up if "+lookup" is active.
When used the mouse forward and back movement will stop making the player look up and down if "+mlook" is active.
When used the player will stop moving down if "+movedown" is active.
When used the player will stop moving left if "+moveleft" is active.
When used the player will stop moving right if "+moveright" is active.
When used the player will stop moving up if "+moveup" is active.
When used the player will stop turning right if "+right" is active.
When used the score screen will disappear if +showscores is active.
When used the score screen will disappear if +showteamscores is active.
When used the player will walk.
When used the turn left and turn right keys will once again perform their original functions.
When used it will stop activating objects in the game that have been designed to react at "+use".
Add a single IP or a domain of IPs to the IP list of the server. Very useful for banning people or for specifing which IPs only have access to the server. Examples: addip 123.123.123.123 addip 123.123.123
Syntax:
addip (ip)
Adds a new loc with the specified name at current location.
Syntax:
addloc addloc "locname"
Server Browser: This allows you to add a server to the UNBOUND source. This can be used to quickly bookmark servers.
Used to create a reference to a command or list of commands. When used without parameters, displays all current aliases. Note: Enclose multiple commands within quotes and seperate each command with a semi-colon.
Allows you to edit your alias in console manually.
Syntax:
aliasedit <alias>
Prints all aliases.
Syntax:
aliaslist [regexp]
This command supports (perl) regexp matching.
Inserts contents of variable into alias.
Syntax:
alias_in <alias> <variable> [<options>]
Downloads all skins that is currently in use. Useful for refreshing skins without exiting the level
Toggles auto-tracking. Auto-tracking switches views for you when you are a spectator or when you are watching a demo or a broadcasted QTV match. It chooses the best available autotrack - if you are spectator, looks for server-side command autotrack, if you are watching a demo or QTV stream, turns on both demo_autotrack and mvd_autotrack, mvd_autotrack will get turned off as soon as demo_autotrack data are found. As a last resort if all previous autotrack are not available, cl_hightrack will be used.
HUD element that displays a bar representing your amount of armor.
See Head Up Display manual page for more info.
HUD element that displays a bar representing your amount of health.
This command shows a background screen flash that is the same one that is produced when the player picked up an item in the game. This command basically serves no useful function except when people want to use it in scripts to give the user some visual feedback when an aliases is used for example.
This command binds one or several commands to a key. To bind multiple commands to a key, enclose the commands in double-quotes (") and separate them with semicolons (;).
Prints all binds.
Same as "date" but also shows a small calendar of the month. Nice :)
Set new angles
Syntax:
cam_angles cam_angles pitch yaw or cam_angles "pitch yaw"
Set new position
Syntax:
cam_pos cam_pos x y z or cam_pos "x y z
cd play 5 plays cd track #5 Note: You need -cdaudio to use this command.
Centers the player's view ahead after +lookup or +lookdown.
This will do a cfg_reset and then execute filename.cfg (ezquake/configs).
Syntax:
cfg_load (filename)
This command will unbind all keys, delete all aliases, msg_triggers, reset all plus commands, teamplay settings and reset all variables. User made variables (created with set/seta) are deleted. After resetting all the above, it executes default.cfg and then autoexec.cfg.
This command will dump all aliases, bindings, plus commands, msg_triggers, teamplay settings and variables to filename.cfg . User made variables (created with set/seta) are saved as well. Note: configs saved with cfg_save are saved in quake/ezquake/configs/*.cfg
Syntax:
cfg_save (filename)
This command clears the console screen of any text.
Clear all currently loaded locs.
Prints amount and size of messages sent from server to ezQuake client.
Sends a command directly to the server.
Prints a list of all available commands into the console.
This command same as cmdlist, but supports (perl) regexp matching.
Ex: cmdlist_re ^cl_.*$
This command sets the color for the player's shirt and pants. Note: If only the shirt color is given, the pant color will match.
Connects your client to a QuakeWorld server.
Syntax:
connect <address>
Example: 'connect 62.26.123.23:27101'
Print cvars
This command supports wildcards. Ex: cvarlist *gl*
This command same as cvarlist, but supports (perl) regexp matching.
Ex: cvarlist_re ^cl_.*$
This will reset cvar to default. Example: cvar_reset topcolor will set topcolor to default.
Syntax:
cvar_reset <cvar>
This will reset cvar to default. Example: cvar_reset ^gl_.* - resets all OpenGL settings to default values.
Syntax:
cvar_reset_re <cvar>
This command supports (perl) regexp matching.
Shows current time, date, month and year.
Captures series of screenshot or avi file. See below.
Syntax:
demo_capture <start time [avifile] | stop>
See demo_capture_fps, demo_capture_codec, demo_capture_dir, demo_capture_mp3 etc.
This jumps playback to a point in time you specify. Examples: demo_jump 120 will make playback jump to 120 seconds from the start of the demo. demo_jump 4:30 will make playback jump to 4 minutes and 30 seconds from the start of the demo.
Fast-forward in the demo playback until certain condition holds.
Syntax:
demo_jump_status <condition>
Type demo_jump_status in the console to get closer description of the possible condition formats.
clears the demo playlist
will go to the next demo in the playlist
will go to the previous demo in the playlist
will stop the demo playlist playback
You can vary the speed of demo playback with the 'demo_setspeed' command. 'demo_setspeed x' sets the playback speed to x% of normal speed so that 'demo_setspeed 50' is half speed and 'demo_setspeed 300' gives you triple speed.
Syntax:
demo_setspeed [default: 100]
Prints manual info about given variable or command into the console.
Syntax:
describe (variable or command name)
Try it in cheats mode, start a map (devmap dm6) and type fly.
bind space +up
This command will disconnect you from the server/demo/proxy you are currently connected to.
Performs dns lookups and reverse lookups.
Syntax:
dns (address)
Manually download a quake file from the server. Example: download skins/foo.pcx
This start recording demo and rename it like you have put with match_* settings.
This command will print text to your local console.
Syntax:
echo (text)
Reports information on a given edict in the game.
Displays summary information on the edicts in the game.
Displays information on all edicts in the game.
This will overwride enemy color. Example: enemycolor 12 13 Note: If only the shirt color is given, the pant color will match.
Evaluates given expression and prints the result into the console
Syntax:
eval <expression>
Executes a config file from \qw, \id1 or \ezquake.
Message filtering system. Only team messages are filtered. Use filter with no parameters to list current filters and filter clear to remove all filters. Example: filter #a say_team i can see this message #a. say_team i can't see this message #d.
Sets flood protection parameters.
Syntax:
floodprot <messages> <seconds> <silence>
These settings are not saved into your config.
This command will clear the current game cache. It is usually used by developers to flush the memory of all game information and objects to test if the mechanism which handles the loading of the necessary files into memory works properly. Sometimes the game cache can become filled with unnecessary information and may need to be flushed manually. This is usually not necessary since the game automatically flushes all the data between every map.
You can fly around the map with flymode on. Note: Needs cheat support by server.
Changes color of fog.
Syntax:
fog R G B
Type RGB value (the range is 0-1) e.g. "0.5 0.5 0.5" goes for gray, "0.8 0.2 0.2" for red-like.
This command centers the player's screen. It was created because the original "centerview" command did not work when "+mlook" was enabled. This command will center the screen in any mode no matter commands are active.
Enables logging of kills to a file. Useful for external frag polling programs. The file name is frag_##.log
Search the filesystem cache by suffix.
E.g. player.mdl searches all *player.mdl files in all dirs in all paks.
Used by QuakeSpy and Qlist to set setinfo variables. Note: Use the setinfo command to see the output. Example: fullinfo "\quote\I am the only Lamer!\"
All the usual dm models, sounds, palettes etc are included in the check. In teamfortress the teamfortress flag, dispensers and sentry guns are also checked. There is also an f_modified command which will print your f_modified response. Note: You need to install security files.
Prints proxies you are using.
Specifies the directory where the QWPROGS.DAT file is found and other additional files such as maps, models, sound, and skins for Quake modifications. Note: This command can be specified while a game is in progress, after the current map ends this command will take effect.
You can edit brightness. Note: This is shortcut for sw_gamma in vga and gl_gamma in gl.
Give user a certain amount of an item. Items: 1 - Axe 2 - Shotgun 3 - Double-Barrelled Shotgun 4 - Nailgun 5 - Super Nailgun 6 - Grenade Launcher 7 - Rocket Launcher 8 - ThunderBolt C - Cells H - Health N - Nails R - Rockets S - Shells Note: The -cheats parameter must be used to launch the server to use the give command. Also the key and value *cheats ON will be displayed in the serverinfo information. Examples: give 1234 R 99 will give for user 1234 99 rockets. give 1234 7 will give for user 1234 rocket launcher.
Not well implemented yet. Quickly looks at the pmodel and emodel listed in every player's infokey and reports anything unusual it finds. Basically it saves you having to type "users. user x" and then comparing the models for everyone.
Clientside (noone else can see it) hard-striking rocket, serves well for your entertainment.
Quickly sets many variables to fit pre-defined scheme. Try using "newtrails" or "vultwah".
Syntax:
gl_setmode (modename)
You are immortal with god mode on. Note: Needs cheats support by server.
Forces a heartbeat to be sent to the master server. A heartbeat informs the master server of the server's IP address thus making sure that the master server knows that the server is still alive.
Enters manual pages. Use arrows, [Page Down], [Page Up], [Tab] and [Enter] for navigation.
creates or changes a hud element with hud_name; the following types of hud elements are avaliable: cvar a value of a variable is displayed; in this case param must be a name of this variable. str a string defined by param is displayed; Cvar and %macros expansion is performed every time element is shown
Syntax:
hud262_add <hud_name> <type> <param>
hud262_add with a a name of already existing element does not make it visible if it was disabled before with a command hud262_disable.
Sets a transparency for strings-hud element
Syntax:
hud262_alpha <name> <value>
Works only in the GL-version.
defines a color of the hud element backgdround; 0 - transparent (default).
Syntax:
hud262_bg <hud_name> <bg_color>
Allows to make blinking strings-hud elements.
Syntax:
hud262_blink <name> <period> <mask>
This command supports (perl) regexp matching for hud element's name.
Transfers all hud elements created after hud_name element (including) to the end of drawing list, that in short means that they will be displayed above all other elements which could be present on that place already.
Syntax:
hud262_bringtofront <name>
prohibits to display one or more hud elements.
Syntax:
hud262_disable <hud_name> [hud_name2...]
allows to display one or more hud elements.
Syntax:
hud262_enable <hud_name> [hud_name2...]
prints a list of strings-hud elements.
Syntax:
hud262_list [regexp]
moves a hud element; dx and dy deviations are measured in symbols.
Syntax:
hud262_move <hud_name> <dx> <dy>
indicates position of a hud element on the screen;
Syntax:
hud262_position <hud_name> <pos> <x> <y>
kills a hud element.
Syntax:
hud262_remove <hud_name>
forces a hud element width and cuts undesired space or adds it when needed.
Syntax:
hud262_width <hud_name> <width>
Toggles the HUD editor on or off.
Saves setup of your HUD (scr_newhud 1) into separate .cfg file.
Syntax:
hud_export <filename>
File will be saved in <basedir>/ezquake/configs if no path is specified in <filename> parameter.
Refresh the positions of your HUD elements
Applies to scr_newhud 1.
Condition clause.
Syntax:
if <expr1> <operator> <expr2> <cmd1> [else <cmd1>]
See 'Scripting' manual page for more help.
if an object <name> of a type <type> exists, a command <cmd1> will be issued, or a command <cmd2> if such object could not be found. The type of the object can be either cvar, alias, trigger or hud.
Syntax:
if_exists <type> <name> <cmd1> [<cmd2>]
if_exists alias f_death "echo alias f_death exists!" "echo there are no f_death alias"
You can give ignore either a player's name (name completion is useful for this) or a userid (ignore <name|userid>). ignore without any command line parameters displays your ignore list.
Syntax:
ignore <name|userid>
Prints ignorelist
ignore_id is identical except it only accepts user id's (only useful if there is a player whose name is the userid of someone you want to ignore).
Syntax:
ignore_id (userid)
You can ignore teams instead of players. Example: ignoreteam nine will ignore whole clan nine.
This command calls a game function or QuakeC function. Often impulses are used by the mod by defining aliases for game functions like "ready" and "break" that call certain impulses.
Increments a variable by one or adds to it the optional second argument. There are no 'add' or 'dec' commands because 'inc' can handle both addition and subtraction. Example: inc sensitivity -2 would subtract 2 from sensitivity.
print list of evdev devices if you got empty list, probably you dont have access rights to /dev/input/eventX sudo chmod 644 /dev/input/event* should help you
HUD element displaying items that will spawn soon in the game. Works only in MVD and QuakeTV playback.
joins a specified server as player. If no address is specified, join will reconnect to the last visited server as a player. Example: join 123.124.125.126
Syntax:
join (address)
This command initializes the joystick's advanced features. It is necessary to issue this command after making any changes to the other joystick commands. This command will initialize all of the settings.
This command enables the setting of a new keymapping.
Syntax:
keycode keycode [ext] <scancode> <key> [<shiftmap>] [<altgrmap>]
If no key is given, the current mapping of the scancode will be printed. The first call to that command (when no keymapping is active) copies the internal used default for an US keyboard to the keymapping tables.
This command prints all the current keymappings to the quake console.
This resets the current keymapping and then generates a copy of the internal defaults (US keyboard) to be the new keymappings. This can be used as a base to generate a new keymapping file. It has the same (unchangeable) mapping as the example keymap-file "default.kmap"
This command prints all the current keymappings to the quake console.
This command first resets the current keymappings and then loads a new mapping from the given file.
Syntax:
keymap_load keymap_load [layoutname] <filename>
For more info see Keymap support manual section.
This command switches off the current keymappings and sets it back to the internal defaults; it also restores "keymap_name" to its default name "Default". The defaults are an internally defined (and not changeable) keymapping for US keyboards.
With this command the active keymappings will be written to a kmap-file (including a descriptive header which explains the usage).
Syntax:
keymap_save [layoutname] <filename>
If the layoutname is given, "keymap_name" will be set before saving. If the filename contains no directory, it writes itself to the "qw"-directory.
Removes a user from the server. Use the status command to receive the user's id. Example: kick 1234
Syntax:
kick (userid)
Suicide. (-2 frags on ktpro/kteam servers)
Command that turns off new features added to the client that may confuse experienced users who don't like new features :-)
Syntax:
legacyquake [ver]
When the optional argument is specified, legacyquake will disable new features from specified version - e.g. /legacyquake 1.9 will disable some new features from 1.9 version.
Prints out the current list of IPs on the server list. Not to be confused with the status command which prints out the list of the IPs of the connected players.
Load 123 loads saved game 123.
Syntax:
load (filename)
You can change your console font from within ezQuake. Put all your charset images in qw/textures/charsets/*.png (and *.tga) and use /loadcharset XXX to load XXX.png (or tga). "/loadcharset original" will restore the 8bit font in your gfx.wad (this is default). Note that the /loadcharset command is just a 'shortcut' for the new gl_consolefont variable.
loadfragfile 123 loads fragfile 123
Syntax:
loadfragfile (filename)
Loads a loc file (must be located in id1/locs, qw/locs, or ezquake/locs. The ".loc" extention is optional, for example, "loadloc dm6"; if the file name has no extension, use its explicit name ("loadloc dm6.").
Syntax:
loadloc (filename)
Loads your skybox (qw\env). Example: loadsky snow
Syntax:
loadsky (filename)
Shows or sets localinfo variables. Useful for mod programmers who need to allow the admin to change settings. This is an alternative storage space to the serverinfo space for mod variables. The variables stored in this space are not broadcast on the network. This space also has a 32-kilobyte limit which is much greater then the 512-byte limit on the serverinfo space. Special Keys: (current map) (next map) - Using this combination will allow the creation of a custom map cycle without editing code. Examples: localinfo dm2 dm4 localinfo dm4 dm6 localinfo dm6 dm2
Create a new location in the current spot.
If you type "log filename" it will log console to filename.log in your gamedir. It overwrites logs without asking.
Syntax:
log (filename)
Prints a list of all available macros.
Macro is a special type of string that is replaced in your custom command with value given by state of the client or the game.
loads a map and start a game. Example: map e1m1
mapgroup 2fort5r 2fort5: will make 2fort5r and 2fort5 use the 2fort5r textures, locs and etc...
Syntax:
mapgroup mapgroup [map1] [map2] ...
Common mapgroups for TeamFortress: mapgroup 1on1fortr 1on1forts 1on1fort kjforts mapgroup 2fort5r 2fort5 2fort4 2fort4r 2fort5sta mapgroup 2mfield3 2mfield3sta mapgroup 2night2 2night2sta mapgroup 32smooth 32seq 32smoothsta mini32s mini32sr 32smothl mapgroup aztec1 aztec1sta mapgroup bam4 bam4sta mapgroup ewg3 ewg3sta mapgroup excel excelsta mapgroup h4rdcore h4rdcoresta mapgroup homebase2 homebase2sta mapgroup iceland3 iceland3sta mapgroup impact1 impact1sta mapgroup mbasesr mbases mapgroup sewer1 sewer1sta mapgroup svalley4 svalley4sta mapgroup tf2k tf2ksta mapgroup well6 well6sta well6l wellgl1 mapgroup xpress xpress2 xpress3 xpress4
Simulates the start of a match (so that auto recording etc is triggered). Useful if you join a ktpro server after countdown has started, or you are playing a mode that doesn't have a proper countdown (eg race mode). Most importantly this is useful for tf servers, since you can use a msg_trigger to execute match_forcestart on "MATCH BEGINS NOW".
Prints a list of the macros and their meaning for autorecording and autoscreenshots.
If you are using 'match_auto_record 1' then a temp demo will be recorded to c:\quake\ezquake\temp\_!_temp_!_.qwd each time a map starts. This temp demo will be overwritten when the next match starts. If you want to keep the temp demo, use the "match_save" command. This will move the demo to the same folder and filename that easyrecord would have used.
Prompts for string to broadcast to all other players.
Prompts for string to broadcast to team members.
Go into message mode for chatting in the Quake TV chat.
Like stop but fades out.
Fast forward 5seconds.
Loads the playlist filename.m3u Example: mp3_loadplaylist top10 will load top10.m3u
Syntax:
mp3_loadplaylist (filename)
Next song.
Pause mp3.
Play mp3.
Displays playlist. Currently playign track is highlighted.
Play track number #num from playlist. Example: mp3_playtrack 5 will play track 5 from playlist.
Syntax:
mp3_playtrack (track)
Previous song.
Repeat playlist.
Syntax:
mp3_repeat (off/on)
Rewind 5seconds.
Shuffle mp3s.
Syntax:
mp3_shuffle (off/on)
displays song title and other info like time elapsed, total time, and whether paused, stopped or playing.
Starts winamp if winamp is not running.
Stop mp3.
Allows you to set rules that will automatically execute actions when a certain message is sent from a server. This is very usefull in Team Fortress, in deathmatch it can be used for example for auto-reporting "quad in 30" when you receive "Quad Damage is wearing out" message. Note that only some server messages can be triggered. Usually no pickup messages nor your teammates text is triggered.
Syntax:
msg_trigger <alias> <string> [-l] <level>
Default trigger level is 2. Therefore, if you want to react on chat messages, you need to use parameter -l 3. You can use nested aliases like this: "alias d c; alias c b; alias b a; alias a say hello" and then msg_trigger d "hi" will say 'hello' whenever someone says 'hi'. Of course there's much more useful examples of nested aliases. Also there is no way of executing forbidden msg_trigger commands.
Will dump statistics gathered from a MVD demo into a "stats.xml" file in the current working directory
HUD element - icon displayed when network traffic is experiencing problems like lost packets, large delay, etc.
You can fly and go thru objects (free mode as spectator) Note: Needs cheats support by server.
observe connects you to a server as a spectator. If no address is specified, observe will reconnect to the last visited server as a spectator. Example: observe 123.124.125.126
Syntax:
observe (address)
Sends a packet with specified contents to the destination. Example: packet 123.123.123.123:27500 "status"
Syntax:
packet (address)
Set the password to enter a password protected server.
Shows what paths ezQuake is using.
Pauses a game. Note: Servers must support pausing.
Plays a sound effect. Example: play misc/runekey.wav
Syntax:
play (filename)
Plays a recorded demo. Example: playdemo thresh.qwd
Syntax:
playdemo <filename>
Plays a sound at a given volume. Examples: playvol items/protect.wav .5 playvol items/protect.wav 2
Syntax:
playvol (filename)
If qbsp generates a non-zero .pts file a leak exists in the level. This file is created in the maps directory. By using the pointfile command, it will load the .pts file and give a dotted line indicating where the leak(s) are on the level.
Syntax:
pointfile (filename)
Reports information about QuakeC stuff.
Connects you to internet QuakeTV broadcasting some action, using your local proxy. Starts local QuakeTV proxy, tells it what broadcasting proxy it should connect to and by connecting to it you'll see the action broadcasted on the IP you've specified.
Syntax:
qtv <address>
You need qtvproxy executable in your Quake directory.
Reconnect to last QuakeTV server the client was connected to.
Exit - disconnects from the server and closes the client.
See cl_confirmquit.
HUD element showing a map overview.
Syntax:
radar <property> <value>
Manipulate with it as with every other HUD element: scr_newhud 1; show radar; ... Works while watching MultiView Demos. Limited usage while being a spectator.
Issue the set of commands to the server you are currently connected to or have set in rcon_address. You must know the rcon password for that specific server.
Reconnects to the last server/proxy.
Records a demo. Example: record test records test.qwd to qw folder
Syntax:
record (filename)
Removes an IP address from the server IP list. Examples: removeip 123.123.123.123 removeip 123.123.123
Syntax:
removeip (ip)
Remove the closest location (use teamsay to see which)
when used w/o parameter, prints a list of all triggers; when regexp is not defined prints options set for rt_name trigger; otherwise creates or changes rt_name trigger.
Syntax:
re_trigger re_trigger [rt_name [regexp]]
A trigger is activated as soon as a string defined in this regexp is detected. At the same time a part of this string (which caused activation of a trigger) is put into a $0 variable. Variable parts of regexp are put into re_trigger_match_1,2 ... 9 variables. After that an alias (which name coinsides with the a name of the trigger) is executed. Tricky, huh? ;)
deletes the corresponding trigger.
Syntax:
re_trigger_delete re_trigger_delete rt_name
disables activation of one or more triggers.
Syntax:
re_trigger_disable re_trigger_disable rt_name1 [rt_name2...]
enables activation of one or more triggers.
Syntax:
re_trigger_enable re_trigger_enable rt_name1 [rt_name2...]
allows to direct a <string> to a trigger <trigger_name>. If this string match regexp, then a corresponding alias is activated.
Syntax:
re_trigger_match re_trigger_match <trigger_name> <string>
changes options for a corresponding trigger
Syntax:
re_trigger_options re_trigger_options rt_name option_list
enable allows activation of a trigger (default). disable prohibits activation of a trigger. Triggers would not work for debugging messages like snd_show 1. In Team Fortress triggers would not work for commands showloc and id (of enemy), and for message of your dispencer being used by enemies.
rotates the player by x degrees. Note: Negative values can also be used for the desired angle. Example: "rotate 180" will rotate your pov by 180 degrees.
To save games in singleplaying. Example: save 123
Saves the current locs in memory to the specified file.
Syntax:
saveloc (filename)
Broadcasts a string to all other players. Example: say ezQuake rules!
Broadcasts a string to teammates. Example: say_team stop boring!
Dumps a list of pairs (IP address, ping) into the console based on the current content of the Server Browser list
Causes Server Browser refresh ping and status info for all servers
Same effect as if you press [Space] in the Server Browser main tab.
Adds new server list source.
Syntax:
sb_sourceadd <name> <source> <type>
Marks "source-name" as selected server source list.
Syntax:
sb_sourcemark <source-name>
Reload server lists from all marked server sources.
Unmarks all servers sources.
HUD element which displays the frag difference between you (your team) and your enemy (enemy team).
HUD element which displays amount of frags made by all the enemies.
HUD element which display your (or the person's you are observing) amount of frags.
HUD element which displays your position on the frag leaders board.
Saves a still picture of current screen to your harddrive.
Syntax:
screenshot [name]
See sshot_format and sshot_dir.
Reports the current server info.
Deathmatch, timelimit, fraglimit, maxspectators and other information are stored in here.
Prints the status of the ezQuake server.
Applies to the ezQuake server you are running, not the server you are connected to.
Sets a variable to a given value.
Syntax:
set <varname> <value>
See cvar_reset, set_re.
Sets information about your FuhWorld user. Used without a key it will list all of your current settings. Specifying a non-existent key and a value will create the new key.
Lists the server with up to eight masters. When a server is listed with a master, the master is aware of the server's IP address and port and it is added to the list of current server connected to a master. A heartbeat is sent to the master from the server to indicated that the server is still running and alive. Examples: setmaster 192.246.40.12:27002 setmaster 192.246.40.12:27002 192.246.40.12:27004
assigns variable a value which contains an indicated alias.
Syntax:
set_alias_str <cvar> <alias>
alias test "say_team foo bar" set_alias_str test_var test echo $test_var --> say_team foo bar
assigns variable a value which contains anything bound to an indicated key.
Syntax:
set_bind_str <cvar> <key>
bind mouse1 +rl set_bind_str old_bind_m1 mouse1 echo $old_bind_m1 --> +rl
Advanced variables customization.
Syntax:
set_calc <cvar command cmdargs> | <cvar arg1 oper arg2>
Examples: set_calc a strlen "cool string" --> a=11 You can use names of cvars instead of strings of course. That's the power of this scripting possibilities. set b "cool text" set_calc a pos b ext --> a=6
assigns a new value to a variable, expansion of %macros and variables is performed even in case if a parameter is inside the dual quotation marks.
Syntax:
set_ex <cvar> <value>
set test "$qt$R$qt" set_ex test_ex "$qt$R$qt" say $test --> $qt@$qt, where @ is red led say $test_ex --> @
Reduces the screen size.
Increases the screen size.
Refreshes skin settings. Note: If you have set noskins to 0 and do this it will download all skins that players are using on server.
In basics works same as mapgroup.
Syntax:
skygroup skyboxname map1 [map2] ...
You assing one skybox texture to group of maps.
Remote screenshot from a player. Example: snap 1234 (server request remote screenshot from user 1234)
Syntax:
snap (userid)
Remote screenshots from all players.
Reports information on the sound system.
Reports a list of sounds in the cache.
Sets spectator password to ezQuake local server. Note: spectator (password) to connect server that got spectator password.
Shows your current movement speed.
An alternative speed-o-meter that is drawn as a half-circle.
This is an HUD element.
Reports information on the current connected clients and the server.
Stops demo recording.
See record command.
Stops all sounds currently being played.
Displays or determines the value of the serverinfo *gamedir variable. This is the directory clients will use. Note: Useful when the physical gamedir directory has a different name than the widely accepted gamedir directory. Examples: gamedir tf2_5; sv_gamedir fortress gamedir ctf4_2; sv_gamedir ctf gamedir ktffa; sv_gamedir qw // FFA servers should use default *gamedir
execute <string> as tcl code
Syntax:
tcl_eval <string>
execute a config as tcl script
Syntax:
tcl_exec <filename>
execute a Tcl-procedure <name> with parameters <parameters>. Procedure must be difened before thru tcl_eval or tcl_exec commands.
Syntax:
tcl_proc <name> [parameters]
Connects your client to a QuakeWorld server via TCP.
Syntax:
tcpconnect <address>:<port>
This will overwride team color. Example: teamcolor 12 13 Note: If only the shirt color is given, the pant color will match.
Displays overall map control per team when watching multiview demo.
Displays items possession stats per team when watching multiview demo.
cfg_save won't save tempaliases to your config.
This command will load and play a demo at full speed. It will then divide the total number of frames in the demo by the total time it took finish, and calculate the average frames-per-second rate. Example: timedemo demoname
Syntax:
timedemo (filename)
This command will perform a 360 degree turn and calculate the frames-per-second rate.
You can turn off/on cvars. Example: toggle sensitivity turns off sensitivity and toggle sensitivity again turns on.
Brings the console up and down.
See scr_conspeed, scr_conalpha, scr_consize.
You can turn variable values ON and OFF. Example: toggle ^gl_part.* - turns all particle effects on/off.
Syntax:
toggle_re [cvar_regexp1] [cvar_regexp2] ... [cvar_regexpN]
This command supports (perl) regexp matching.
Will send a message to your teammates telling them where you are coming from, and what your status is. Doubles as tp_lost when you are dead (because you can't be coming from somewhere if you're dead).
style: coming location health/armor powerup weapon
This command could be used for all cases involving players with powerup. If you, a teammate, or enemy has powerup, this bind will report it. If eyes is in your point, we assume enemy only because this is tp_ENEMYpwr, otherwise there is no way to tell if a player with ring is enemy or teammate.
style: enemy/team powerup at location
Informs your teammates to get the pent. Will print enemy/team pent if you, teammate, or enemy has pent and they're in your point. Will print nothing if eyes is in point.
style: get pent
Informs your teammates to get the quad. Reports team/enemy quad if you, a teammate, or an enemy has quad and they are in your point. Reports nothing if eyes is in your point.
style: get quad
Requests help at a location. Also gives your status.
style: help location powerup weapon
Will send a message to your teammates telling them you died at a location. Also tells them how many enemies are there, and what weapon (if any) you dropped.
style: quad over lost weapon location enemies
Equivalent of %u (need macro). Will display what you need (health/armor/ammo).
style: need items
Will report to your team item you see in your point at its location. Will report team/enemy powerup if you, a teammte, or an enemy has a powerup and are in your point. Note that tp_pointpriorities is default to 1 and it is strongly suggested to keep this value. You can alter the priorities of this bind by altering tp_point.
style: item at location
Reports quad is dead. Will print enemy/team powerup if you, a teammate, or an enemy have quad and are in your point.
style: quad dead
Requests a teammate to replace you at your location.
style: replace location
Will send a message to your teammates about your current status - health, armor, location, powerups, weapon. Doubles as tp_lost when you are dead.
style: health/armor location powerup weapon
Will send a message to your teammates informing them your current location is safe. Will print nothing if there is enemy in your point. Also reports your status.
style: safe location powerup weapon
Informs your team of the last item you took. Saves each item in memory for 15 seconds.
took item at location
Requests a trick at a location. Best for cases like dm2 when you need a teammate to help you get quad from stairs.
style: trick location
Item can be: quad, pent, ring, suit, ra, ya, ga, mh, health, lg, rl, gl, sng, ng, ssg, pack, cells, rockets, nails, shells, flag, armor, weapons, powerups, ammo, all, default, none
Specifies which items will be used in point (%x or $point) macro. If you point at an item and such item is not listed here, your message will be tp_name_nothing (default: "nothing"). Supported items: powerups, quad, pent, ring, armor, ra, ya, ga, weapons, lg, rl, gl, sng, ng, ssg, ammo, cells, rockets, nails, shells, players, eyes, teammate, enemy, mh, health, pack, flag, all, default, none, suit Item names can be customized with tp_name_item
Syntax:
tp_point item1 item2 ... DO NOT USE QUOTES
Specifies which items will be included in the took (%X or $took) macro. If you took an item and it's not listed in tp_took list, %X and $took macro will display tp_name_nothing (default: "nothing"). Supported items: quad, pent, ring, suit, ra, ya, ga, mh, health, lg, rl, gl, sng, ng, ssg, pack, cells, rockets, nails, shells, flag, armor, weapons, powerups, ammo, all, default, none. Item names can be customized with tp_name_item.
Syntax:
tp_took item1 item2 ... DO NOT USE QUOTES
tp_took +gl (add grenade launcher to pickup list)
This means when you are spectating or watching an mvd, keys will automatically be assigned to track certain players (so in a 4v4 8 keys are needed, the first 4 make you track the 4 players in the first team and the last 4 make you track the second team).
Will switch view to the player who killed the player we are tracking at the moment
When using MultiView, allows you to assign all available points of view to a desired team.
Syntax:
trackteam <teamnum>
Performs a check on client settings and displays possible sources of issues.
Example: unalias myreport removes myreport alias.
Removes all aliases.
Deletes given alias(es). Example: unalias ^_zoom. - removes all aliases beginning with '_zoom', e.g. _zoom_in, _zoom_out
Syntax:
unalias_re <cvar1> [cvar2] ...
This command supports (perl) regexp matching.
Example: unbind x delete strings on x button.
Removes all keyboard bindings.
unginore name or userid number to remove ignore.
Syntax:
unignore (name/userid)
Removes all users from the ignore list.
See ignore command description.
Removes all ignored teams.
unignore usedid removed player from ignore.
Syntax:
unignore_id (userid)
If you have ignored team nine and wan't to remove team nine from ignore so type unignore_team nine to remove ignore.
removes user-created variable
Syntax:
unset <cvar1> [cvar2] ...
removes user-created variable
Syntax:
unset_re <cvar1|regex1> [cvar2|regex2] ...
This command supports (perl) regexp matching.
This command queries the user for his setinfo information.
Syntax:
user (userid)
A userdir command can be used for addition of directories to the list searched for files by the client (configs, sounds, models, etc.). Real handy when several players with their own configs files play Quake on a single computer. When issuing this command after reconnection to a server or parameter is not defined, a current userdir is printed in the console.
Syntax:
userdir [dir [type]]
$HOME is the contents of HOME enviroment variable. It is possible to set userdir at client startup. Then configs will be executed taking this directory into account. One can use -userdir and -game separately or both at once. Example: qwcl262 -userdir ivan 2 -game fortress
Prints your user settings.
Things like rate, name, team or client version version are stored here and are being sent to server repeatedly.
Reports information on connected players and retrieve user ids.
This shows authed ezQuake users, nonauthed and non ezQuake users.
Prints client version number and date into the console.
This command will force ezQuake to use a certain video mode.
This command will switch to a fullscreen video mode specified in the "vid_fullscreen_mode" variable.
This command will print out useful information about your video card, GL version, and refresh rate, video mode (width/height resolution and color depth) to console. Useful to make sure everything is right, and also to screenshot to show other people.
This command will minimize the windowed game screen. It was made available because the game takes control over the mouse when it is moved onto the game window thus prohibiting the normal minimization of the game window.
Prints all supported video modes.
Will restart your video renderer. Needed for some changes to take affect.
This command will switch to the specified video mode for 5-seconds in order to test it.
This command will switch the a windowed video mode specified in the "vid_windowed_mode" variable.
Example: viewalias mystatus print mystatus alias.
This adjusts all of the colors currently being displayed. Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage. Example: v_cshift 16 32 64 Note: v_cshift (red) (green) (blue) (intensity)
Adds one wait frame.
Weapon selection command. Will select the best available weapon according to the sequence you choose.
Syntax:
weapon <w1> [<w2> [...]]
Example: weapon 7 8 3 2 1 will select rocket launcher if you have it and also some rockets else it will select lightning gun and so no. Warning: this syntax differs from MQWCL weapon command syntax.
Switches away from client and back to the Windows OS.
Records all IP addresses on the server IP list. The file name is listip.cfg.
Last update: 31.10.2011 06:14 UTC
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